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*Dungeons & Dragons
Kate Welch on Leaving WotC
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8079843" data-attributes="member: 7023840"><p>Yes, that would be nice. But after reading through this thread, I have a few (non-joke) observations:</p><p></p><p>1. It doesn't seem obvious that this is what Ms. Welch had in mind, or what, exactly. Improving "new user experience" could mean changing the rules, yet another new introductory set, more official Youtube and Twitch training and video sessions, or something else. </p><p></p><p>2. Nothing comes without sacrifice. Look at your example. Sure, maybe there are people that want things spicy, much spicier. So you, Whizbang, makes the amazing Ghost Pepper Cookie with Carolina Reaper Chocolate Chips. And you think, "This is it, this is the spicy cookie we've all wanted!" And everyone that wants spicy foods is so happy! But do you know who isn't happy? The many people who either just want a cookie, or don't care much for spicy foods.</p><p></p><p>What do I mean by this? Sure, if you could design D&D from the ground up to be different, you'd have a different system. But the reason that D&D is the proverbial 800 lb gorilla in the TTRPG market is because it has a legacy that can be used to leverage to teach other people, as well as a brand. You don't start fresh; quite literally, you are standing on the shoulders of giants (and four prior editions) and using that. That is both an amazing advantage and a burden.</p><p></p><p>From the actual evidence, 5e is easy enough for players to pick up. It has had sustained, phenomenal growth that people would have killed for if you said it 6 years ago. That doesn't mean it can't be improved in some ways, but there is a limit to how simple it can become. Almost every other TTRPG is able to leverage the fact that players (and DMs) have already learned to play something else- usually, D&D.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8079843, member: 7023840"] Yes, that would be nice. But after reading through this thread, I have a few (non-joke) observations: 1. It doesn't seem obvious that this is what Ms. Welch had in mind, or what, exactly. Improving "new user experience" could mean changing the rules, yet another new introductory set, more official Youtube and Twitch training and video sessions, or something else. 2. Nothing comes without sacrifice. Look at your example. Sure, maybe there are people that want things spicy, much spicier. So you, Whizbang, makes the amazing Ghost Pepper Cookie with Carolina Reaper Chocolate Chips. And you think, "This is it, this is the spicy cookie we've all wanted!" And everyone that wants spicy foods is so happy! But do you know who isn't happy? The many people who either just want a cookie, or don't care much for spicy foods. What do I mean by this? Sure, if you could design D&D from the ground up to be different, you'd have a different system. But the reason that D&D is the proverbial 800 lb gorilla in the TTRPG market is because it has a legacy that can be used to leverage to teach other people, as well as a brand. You don't start fresh; quite literally, you are standing on the shoulders of giants (and four prior editions) and using that. That is both an amazing advantage and a burden. From the actual evidence, 5e is easy enough for players to pick up. It has had sustained, phenomenal growth that people would have killed for if you said it 6 years ago. That doesn't mean it can't be improved in some ways, but there is a limit to how simple it can become. Almost every other TTRPG is able to leverage the fact that players (and DMs) have already learned to play something else- usually, D&D. [/QUOTE]
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